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Mike1072

Gibberling Poobah
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Posts posted by Mike1072

  1. On 11/4/2019 at 12:31 PM, ThreeQuarters said:

    Hello, and thank you for this update (and for all the work in general on this mod 🙂).

    I hope to try this new version soon, as soon as I can find the time to start a new BG2 game. ^^

    Is there somewhere a readme / exhaustive list of all spells and their effects, updated to v4 beta 17 ? Currently I only know of this file https://gibberlings3.github.io/Documentation/readmes/readme-spell_rev_descriptions.html which is only for v3 and not updated to the newer version. Although the spell descriptions are accessible in-game, it would be very helpful to have a full and exhaustive list from the start, especially if you want to plan your spell picks ahead (ie. for a sorcerer). 🙂

    Thanks again.

    http://gibberlings3.github.io/SpellRevisions/ 😉

  2. 1 hour ago, Arthas said:

    Thank you.  Hopefully in the readme it is written what they are for.

    It is.

    Quote

    Mirror Image Fix (may be used with or without the main component)
    This .exe patch fixes mirror images so they no longer protect from AoE spells such as Fireball. As with the other .exe patches, this will probably only work if you are using the ToB v26498 patch for PCs.

    Dispel Magic Fix (may be used with or without the main component)
    This .exe patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. More info about its outrageous old behaviour can be found here.

    To update this a little... the components originally included .exe patches to allow these changes, but that half of it is now handled by installing ToBEx or using the Enhanced Editions.  The components just include patches to resources to take advantage of the changed engine features.  I can't speak to how or whether the Enhanced Editions attempted to fix any of these issues.  @kreso might know more.

  3. 46 minutes ago, Arthas said:

    I agree wholeheartedly with Alien. Read it only now and I find it silly that alien is patronized because he made the tool. If I was him after reading your words I would have regretted making it

    This isn't the first change @AL|EN has requested that primarily benefits automated mod installs.  I'm not saying that there's anything wrong with that, or that the changes wouldn't have some value for manual installs.  Just that it isn't what @AL|EN cares about.  I find it disingenuous to pretend otherwise.

    He came in here asking if the situation could be changed, got denied with a reasonable explanation, then went on a rant bemoaning our "rules" and beseeching us to do something, anything, to solve it.  Basically, stirring up a shitstorm, and for what?  Is this such a terrible burden that it must be addressed, post-haste?  Not for a player who wants to install the mod manually, it isn't.  It might be a burden for an author of a mod installation tool that would need custom logic to handle this situation.

    The place we're in with SR and SRR now isn't perfect, but in order to save himself some trouble, @AL|EN was willing to push work onto the mod authors... all in the best interests of players, of course.

  4. 6 minutes ago, Arthas said:

    Hello,

    1) Is this compatible with eet?

    2) what about the splitted components deva fix , mirror image fix and so on?are they now part of the mod itself ?

    1. Should be!
    2. Those remain separate components.  The component to hide disabled spells from appearing has been rolled into the main component, though.
  5. Your icons are very nice, @bob_veng.

    One thing I noticed about vanilla spell icons is there is a significant style difference between the ones created for BG1 and the ones introduced in BG2.  The BG1 stone icons appear as though they have been physically painted onto the rock background.  They are more detailed, with texture, highlights, and possibly a tiny dark outline around the painted part.

    Erephine went through all of the spell icons added in BG2 and converted them to the BG1 style so they would be consistent. This change made it into the 1PP mod and also into BG2EE itself.

    Here's an example: BG2-style vs BG1-style Icons

    As a result, mod-added icons that are in the BG2 style look more out of place on the Enhanced Editions.

    You hit the BG1 style quite well for most of your icons, especially on Lutzaen's Frequent Jaunt and Banishment.  Some appear closer to the BG2 style, like Vipergout, Aegis, and Snakebite.

  6. SR has a version of Banishment that uses this icon:

    A23JXSu.png

    (If you have trouble deciphering the depiction, it's an outline of a person on the left and several silhouettes on the right.  It actually looks a lot like the IWD icon for Blink.)

    I did some digging but I couldn't find the artist listed in the forums or changelog.  It was likely made for SR.  Demi at one point had mentioned possibly using the IWD icon, so this one must have been created after then.

    If it was made for SR, I don't expect Demi or the artist would object to its inclusion here.  The .bam files can be found in the SR repo: A, B, C.

  7. Summerfall Studios, a game development company founded by David Gaider and our very own Liam Esler (a.k.a. @Kaeloree), are currently engaged in a crowdfunding campaign for their new game, Chorus: An Adventure Musical.

    They've reached 100% of their funding goal and have 5 more days to go.

    The game seems to be a combination between a visual novel and a musical, so if that piques your curiosity, be sure to check it out!

  8. V4 Beta 17 is now available.  Thank you @Grammarsalad and @DavidW for your assistance.

    The major feature of this release is improved compatibility with other spell mods and IWDEE. This release is not savegame-compatible with previous versions.

    Most of the spells that SR adds or moves to a new level are now installed using ADD_SPELL, which means that they will be assigned filenames dynamically at install-time. Supplementary files supporting these spells have also been renamed, and references to these spells have been adjusted to match the filenames assigned at install-time. Since there are 50 such spells in SR, this is a large update. As a result, this release may be less stable than prior releases.

    Modders who wish to see the IDS changes that SR makes to reflect its new spells, moved spells, and spell replacements can visit SPELL.IDS-Changes on the wiki.

    View Release on GitHub

    Download (Windows)

    Download (OS X)

    Download (Linux)

    The full changelog for v4b17 is below.

    Spoiler
    • Use ADD_SPELL for all new spells (thanks Grammarsalad)
    • Assign IDS aliases for all spell replacements (thanks DavidW and Grammarsalad)
    • Add scroll BAM for arcane Resist Elements (thanks Grammarsalad)
    • Make original version of Rigid Thinking available by adding Contagion as a separate spell (to simplify IWDEE compatibility)
    • Make original version of Protection from Petrification available by adding Expeditious Retreat as a separate spell (to silence complaints)
    • Update descriptions of Rigid Thinking and Protection from Petrification to match SR format
    • Fix Mass Regeneration stacking with itself
    • Avoid installing Cause Wounds spells on IWDEE due to AI issues
    • Prevent multiple copies of Protection from Lightning in IWDEE
    • Prevent multiple copies of Resist Elements in IWDEE
    • Fall back to English for any untranslated strings
    • Fix bug preventing rabbit familiar from disarming traps
    • Fix strrefs for familiar names on BGEE and IWDEE
    • Fix strrefs for Protection from Lightning spell effects on BGEE
    • Fix strrefs for summoned creatures on BGEE and IWDEE
    • Fix strrefs for Greater Malison spell effects on BGEE and IWDEE
    • Fix strref for Melf's Minute Meteor item on BGEE
    • Fix strrefs for Vampiric Touch spell effects on BGEE and IWDEE
    • Fix spellbook-updating code not being executed
    • Fix area of effect listed in Haste description
    • Fix Holy Smite's blindness duration
    • Fix inconsistency in summoned fiends' initial alignments
    • Fix number of skeletons summoned by Animate Dead at level 6
    • Make removing disabled spells part of the main component
    • Fix typos and formatting issues in descriptions
  9. On 10/28/2019 at 1:30 PM, Merlin said:

    True neutral familiar's disarm trap skill is grayed out. At least in the description, the rabbit should have 60% disarm skill.

    Thanks.  This has been fixed for v4b17.

  10. I've fixed several reported issues for an upcoming v4b17.

    On 11/6/2018 at 6:45 AM, Incantatar said:

    -"Protection from Electricity" - after casting the Wizard spell: invalid string

    -"Find Familiar pocket item" - wrong strings. Afaik this affects most, probably all of them.

    -"Summon names" - wrong strings. Hobgoblins, Shadows,

    -"Greater Malison" - effect: invalid string

    -"Melfs Meteors quickslot item" - invalid string

    -"Vampiric Touch" - status message after casting: invalid string

    Thanks.  These particular strref issues on BGEE/IWDEE should now be fixed.  I also went through the other summoned creatures and fixed (hopefully) all of their names.

    On 12/29/2018 at 4:31 AM, Acur said:

    Hi, I ran into an issue. The update to Jaheira's spellbook does not work for me with b16 on a BG1EE vanilla install.

    I also tested it with the older b14 version and there the spellbook is updated correctly.

    Thanks for the report.  It looks like the entire spellbook-changing code got accidentally disabled during an update.  It should be fixed for v4b17.

    On 5/13/2019 at 3:38 PM, Vlan said:

    What's up with Haste?

    Spell description says that its only suited for 1 creature, but when I cast it, everyone still gets hasted. Is it a bug?

    The description was in error and has been corrected.  Thanks.

    On 5/30/2019 at 8:34 AM, DavidW said:

    The blindness duration for SR's Holy Smite is erroneously set to zero.

    Fixed. Thanks.

    On 5/31/2019 at 11:37 AM, DavidW said:

    The summoning effects for Death Knight (spcaco.eff) have the summoned knight's allegiance set by CRE file, which is ALLY. When enemies use the spell, the allegiance is set to ENEMY by script - but because the Gate animation waits a good four seconds before allowing the summons to run a script, in the meantime an enemy-summoned death knight is green-circled, and will get attacked by its own summoner and by any other enemies present. As far as I can see, there's no disadvantage in setting the allegiance to 1 (Match Target) instead: I'm going to do this locally in SCS but it should probably be done in the mod itself.

    The same is probably true for Summon Fiend and Gate (I haven't checked, since SCS provides bespoke versions of both for enemies to use).

    Thanks. I've implemented this but haven't been able to test it.  What's the worst that could happen?

    On 3/10/2019 at 10:31 AM, Merlin said:

    2. I can summon 3 skeletons with Animate Dead priest spell if the level of my cleric/mage is 6. It should be 2, at least by the text of the spell.

    The description was correct.  I've fixed the spell to match.  Thanks.

    On 3/10/2019 at 10:31 AM, Merlin said:

    5. The name of the animals (snakes and leopards) summoned by the cloakwood druids are wrong (very long gibberish from somewhere else). This might be the result of combined installation of SCS and Spell revisions.

    This should be taken care of by the strref fixes mentioned above.

    I haven't investigated any of the other issues you mentioned, @Merlin. (However, I expect that the Avenger spider form issue is not due to SR).

  11. This seems to work fine:

    OUTER_TEXT_SPRINT mc_kits ~fc_ct_cm~
    ACTION_IF (~%mc_kits%~ STRING_CONTAINS_REGEXP ~fc~ = 0) BEGIN
      PRINT ~FC~
    END
    ACTION_IF (~%mc_kits%~ STRING_CONTAINS_REGEXP ~ct~ = 0) BEGIN
      PRINT ~CT~
    END
    ACTION_IF (~%mc_kits%~ STRING_CONTAINS_REGEXP ~cm~ = 0) BEGIN
      PRINT ~CM~
    END

    It outputs:

    FC
    CT
    CM

    Are you sure that mc_kits is set to ~fc_ct_cm~ and the other condition is matching?

  12. 6 hours ago, ptifab said:

    no matter the component (4, 5, 6 or 7) that part is always removed. So it seems to have something to do with the descriptions updates by this component. I've managed to isolate ~item_rev\lib\descriptions.tpa~ that handle it but i'm not really understanding the whole thing. Maybe @CamDawg could looked into it as that part of code was taken from BG2 Tweak Pack ?

    As that file indicates, description updating code was based on code in the BG2 Tweak Pack, but the logic for the textual replacements was all custom for IR and written by me.  I'm pretty sure the behaviour you noted is intentional. Adding that information in a nicely human-readable format would have required a lot more effort.

  13. This method essentially rewinds the file to before that component was installed.  This means that if any mods installed later also altered that file, those changes will be reverted as well.  In your case, this solution is the fastest, easiest, and one of the safest, in terms of avoiding mod reinstallations that may cause issues in your saved game.

    If you want to be safer, you can create a backup of the versions currently in the override folder and restore them if anything goes wrong.

  14. If you copy the files spwi108.spl and scrl73.itm from spell_rev\backup\0 into the override folder, it will revert the change, removing Expeditious Retreat and restoring Protection from Petrification.

    Demi's reasoning for removing the spell was a little more thoughtful than "there aren't many basilisks so you won't need it".

    On 8/20/2014 at 3:08 AM, Demivrgvs said:

    Protection from Petrification

    LOL This spell itself is a joke imo. :D It never existed, it's ridiculously OP (a 1st lvl spell granting immunity to a 6th lvl spell?) and the only reason it's there is to give players a convenient "win button" against monsters that should not be faced at all by low level parties (pretty much what Jarno says).

    I was just thinking yesterday about using the Greater Basilisk for MSIX, it tells a lot about the power level of this monster. :D

    Back then I planned to turn PfP into AD&D Gaze Reflection. The change wasn't much about balancing the spell (it would actually make it more powerful, except for the duration) but rather about making it usable for something more than just "ctrl-y basilisks".

    The only way to make this spell balanced for a 1st lvl slot imo is making it grant something like +4 to saves vs. petrification/polymorph, but we would be replacing a never existed spell with another one. :( Within AD&D there was a 2nd lvl Protection from Paralysis spell (worked against hold and slow) but I'm not so fond of it, and it would not cover the original purpose of this spell within BG1.

    Btw, do Protection from Petrification green scroll exist within BG1?

    Jarno is correct that in the next SR beta, this spell will be restored, but that's not for balance or conceptual reasons, just to play a little nicer by only replacing spells with similar spells.  In the future, it might get disabled, moved to another level, or modified in some other way.

  15. 57 minutes ago, DavidW said:

    What’s the bottleneck in producing a readme?

    The short descriptions for the spell changes that are listed in the readme haven't been updated since v3 (or likely earlier).  The full spell descriptions can be generated automatically, but the short descriptions need eyes from someone familiar with the mod.  (Kreso had volunteered, but he's MIA at the moment.)

    As far as where V4 stands, I completed the ADD_SPELL changes in the summer.  Testing has been minimal so they are in need of someone to check to make sure that they are working correctly without introducing any new bugs.  (Any guinea pigs?  Send me a message.)

  16. On 10/3/2019 at 2:02 AM, Jarno Mikkola said:

    There's no ~'s in the resources. The numbers don't come with it, so why do the strings come with them.

    This is true for LPF's... not your own functions.

    This is bad advice.  There's nothing wrong with using tildes as string delimiters when supplying STR_VAR parameters.  They work the same way there as they do in other places.

  17. 8 hours ago, IDontKnow said:

    The last time I used the console it was working just fine. That was maybe 2 weeks ago. The only thing that I had changed in the mean time was adding another keyboard language layout to the OS and to rule that out as a problem I reset the keyboard layout to its default setting (English US only) just a few minutes ago, but I still can't use Ctrl+Space.

    I have no idea what the problem is. ☹️

    The problem is that Windows is now using CTRL+SPACE to swap languages.  However, you can rebind or unbind this key sequence.  I think in the latest version of Windows 10, it's located under Settings -> Devices -> Typing -> Advanced Keyboard Settings -> Language Bar Options -> Advanced Key Settings.

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